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Topics - markadet

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User Showcase / Voxel Baller
« on: March 03, 2017, 05:26:56 AM »
Hello! Voxel Baller, my project made with Playmaker is now on Steam Greenlight!

I hope you'll like it.  :D

You can help by voting if you have a Steam account.

PlayMaker Help / Camera window in 2D game
« on: June 07, 2016, 01:37:02 PM »

I'm trying to make a script for a camera in a 2D platformer game. My goal is to have something like this:

or this:

That way the camera doesn't always follow the player, it follows only if he goes near the border of the screen.

In order to do this, I made 4 box collider 2D, children of the camera, surrounding the player object (up, down, left, right). If the player enters one of the box collider (right or left), it enters a state where it detects if the key to this direction is pressed. If yes, il locks the camera on player (setting it as child) ; when the input is released, it is detached.

This works, but only for left and right, and only if the move comes from input... So it doesn't really work. To fix this, I'm thinking of replacing the input detection by a detection of the player object's position every 0.1 when it's inside the box collider (for example), to see if it's moving (with a comparison of its current position with the position it had 0.1 sec before). Is this the good way? If not, how would you do something like this?


PlayMaker Help / Performance question
« on: April 28, 2016, 05:20:17 PM »

I'm doing a 2D platformer with quite big levels, with more than 100 enemies in the scene. A lot of these enemies have multiple boxcolliders 2D to detect the ground & various event.

I did a gif showing these colliders a few days ago, here it is, for illustration purpose :) :

To improve performance, I made a FSM on enemy object doing a Get Distance action, every frame. If the player is near, it activates the other FSM, the children detection objects, etc. Before that, the enemy object is not active. So when the level is played, 90% of the enemies a just doing GetDistance on the player object & wait to be active.

It works (still a little work to do on this), the performance have improved. But is it the good way to do? Considering this FSM will be used by nearly every object in the game, should I do another action costing less, or even use Get Distance, but not every frame?

I'd really like to hear what you think of this. Thank you!

PlayMaker Help / Trigger enter 2D reacts as trigger STAY
« on: December 16, 2014, 11:06:31 PM »
Hi ! I'm a big fan of Playmaker, it does nicely all I want and I'm making all my game with it (curently a Wonderboy-like). One of the thing I like the most is the possibility of seeing precisely where the game bugs, and so far it's working great.

But there is one bug i fail to understand : my object reacts to "trigger enter 2D" as if it was "trigger stay" (repeats activating while the trigger is in). I thought it was a known or "normal" bug (playmaker 2D being a plugin...), so I changed my code to work in this condition... But when I build my project (in HTML5) & test it, then the "trigger enter 2D" is back to normal, and works no longer like a "trigger stay".

Do someone knows how this can be ? Thanks in advance.

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